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Perseverance Full Clearance (ACE)

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I have decided to release a large graphical update and overhaul to the game in it's VX Ace form, the overly ambitious ideas for the game may wait until I've got access to a program that will be able to cope.
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His red face melded, on poster of want...
This Rapscallion may relinquish the Naxonite haunt.

With red coat unique and devil eyes beneath,
Only he may wield the Perseverance to quell their teeth.

but shall he fall, to Naxon's folk--
our great nation, be doomed to choke.


http://www.youtube.com/watch?v=G9bu-Gop2r8

Screenshots
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SO WHAT IS PERSEVERANCE??

The best question anybody ever asked! Well, in context of here, Perseverance is an action parkour shooter which originally started out as an experimental project which I made for the first IGMC contest hosted by Degica, sadly I missed the deadline and almost died during my rigorous development process, but I didn't give up on it, and release Perseverance: Adherence on Gamejolt in mid 2015, roughly a year after it's original debut as Perseverance.

However, the game has become dated comparatively to my present work, and demands an overhaul, both graphically and for writing and some of the systems, originally the plan was to make it in MV, but this became a nightmarish endeavor that got overly ambitious and the project's progress resultantly died. I've decided to reign it in and continue using VX Ace to finish the game, and then at some point in the future I may remaster it, or keep the mechanics for another game.

This will be the finished build of the game when upon I release it, all the portrait art will be updated, there'll be no more naked weirdos, the HUD will look much snazzier, a couple new weapons will be implemented (the Divine Spear and the Ethereal Blade) as well as some new characters, optional bosses, and what remains of the story arc, continuing on The Empress (Act V) and then finishing off with The Devil (Act VI).

TELL US SOME STORY STUFF! WHEN, WHERE, WHO AND WHY?
Humans have left Planet Earth, and had done so in 2032, the game starts in the Year 2101, and delves into much of the lore prior to that, it's set in Pep's birthplace, London, England-- and could be seen as a prequel to Intelligence, it delves largely into Pep's expansive backstory, as well as some of his friends and family, such as the sharp-tongued Nola, the elegant motherly Svoli, the cool and aspiring Kara, the quiet sagacious Sven, the enigmatic Sped, and the mysterious Tiramisa. They are trapped and hunted by a fearsome cult known as the Order of Naxon, who after overthrowing the royal family, took complete control of Britain, the satanic cult have ruled the country heavy-handedly since before Pep was born, and Sped was the bringer of Supreme Chaos, until Esperia, one of Naxon's high-ranking lieutenants, savagely tormented him, taking his eyes, and trying all in her power to break his will. However, Svoli heard a scream, and being naturally inclined to aiding the injured, rushed to his aid, and rescued him from Esperia, they became close and had two sons, the red mapcap, pep Cookiedoe, and his surprisingly calm and sagely brother, Sven. They had to constantly run from the law, but Pep picked up a friend along the way, whether he'd know it or not, this is where Kara comes in.

Meanwhile, Sped's mother, and by virtue of lineage, Pep's grandmother, watched events from afar, feeling as if she could not intervene, but tortured by the fact she did nothing to help her son out, Tiramisa-- the last of the living Royalty.

THESE CHARACTERS SOUND INTERESTING! BIOS PLEASE!
You got it!
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Sketch Art on all of these is by the talented Zeirt.

MEDIA
Official Soundtrack
http://www.youtube.com/watch?v=b2bl4PA9X3Uhttp://www.youtube.com/watch?v=jptKtuc-U2Q
http://www.youtube.com/watch?v=ykAXJKIV8BAhttp://www.youtube.com/watch?v=oJBbm4cfdl0
http://www.youtube.com/watch?v=fTq-BG3nlc0http://www.youtube.com/watch?v=GycpliAAmSY
http://www.youtube.com/watch?v=Xu-MziKQgVUhttp://www.youtube.com/watch?v=SXgGhimuT2w
http://www.youtube.com/watch?v=61Q_U0zictUhttp://www.youtube.com/watch?v=pruL1c2pHmc

Trailers and Promotional Videos
These are all outdated, just as a heads up.
http://www.youtube.com/watch?v=XPf4inORKB8http://www.youtube.com/watch?v=y1mfJVJU1-U
http://www.youtube.com/watch?v=EmySRPTYZzkhttp://www.youtube.com/watch?v=VOWghvJOUac

Artwork
Expression Manifests
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Busts
Pep
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Nola
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Sven
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Sped
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Svoli
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Saxxis
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Esperia
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Xepp
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Other Villains
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Some of these aren't yet complete. There's also bustsets planned for Kara, Splode and Tiramisa.

--MORE TO COME!--
 

Fayte

Sponsor

Hey this looks pretty cool! I've got no idea what's going on, though. I just see some cryptic text and quirky screenshots. What's this game about, exactly? Who is(are) the protagonist(s)? How will it play? I watched the video and I legit had no idea what was going on the entire time. Also I'm very jealous of people that have some artistic talent because you know exactly what you want and can draw what you need given the situation. Anyways, I'd like to know and see more!
 

Fayte

Sponsor

alright now this is much better! I really love how you did the character bios with the wanted posters and all that. I'm also curious as to how you pull off a parkour shooter in an rpg maker program. also, also, what is gamejolt?
 
Goodness, so many questions, valid ones, too!

The parkour is automated, as in, you walk over to a ledge and jump straight across, but this combined with a shit ton of hectic boss projectiles and an evented shootbang gameplay engine, mostly known as the Perseverance Engine which I built from the ground up with events, it can feel very much like a parkour shooter.

Gamejolt is a game hosting site, useful if either your banned from most of the big RPGmaker sites <me> or want a larger captive audience <also me>.

I feel like describing the Perseverance Engine's origin so I guess I'll do that in this post, too.

Humble Beginnings
Truthfully it was when my friend Mitch was asking me to help him event a push-up powered shotgun, and once i got it working, that I realized the potential of what I had just crafted. I kept it in my mind for later incase the need arose...
http://www.youtube.com/watch?v=5fzov6SaE50
Demo project I made for my friend to learn from.

Not-so-Humble Move Forward
In mid 2014 the first IGMC was hosted, and I knew for a cash prize of 10,000 dollars, competition would be fierce, and my game would need a way to stand out. Resultantly I decided to event an ABS from scratch, using the ideology for Silver Lines. This was when both the Perseverance Engine and this project first began...
http://www.youtube.com/watch?v=DTHi5EQRzu8
Previously called Red Rapscallion, it was changed to Perseverance in ode of the amount of willpower it took to get the project done, and how much I jepoardized my health to only fail the deadline anyway due to timezone bullbshit.
http://www.youtube.com/watch?v=2sG7zMvho0M
Regardless of the IGMC, I decided to release Perseverance for public review anyway, and it can be found in it's old version on Game Jolt, it's a solid-- if flawed example of just what I can pull off in a short frame of time. I had barely two weeks. It was also the first game Jake, the now lead Composer of the CCC worked on music, later becoming revered for the terrific scores he composed for Menagerie: Remastered and Intelligence: 314th Clash!

The Continual Evolution of the Engine
I liked what I had made, and so over a largely chunk of 2015 after I'd finish Menagerie: Remastered i Began working on the second installment of the game, Perseverance adherence. In this version the game got a multitude of updates, an overarching story, two playable characters, 4.5 of the 6 acts scheduled, and several new weapons, as well as the Shadowdash, Directionlock and Splode machine gameplay mechanics. The system also introduced a pretty reliable Quick select / inventory system, both for weapons and now power ups!
http://www.youtube.com/watch?v=Z2sVw5XcWm0
A full 40 Song OST was also composed, the first demo which let the players see all of Act One saw tremendous scores on Desura (back before it was dead), landing itself in the Top 20 of over 38,000 games. It kept within the top 50's for several weeks following it's release.
http://www.youtube.com/watch?v=vhlg0__pbNE

Originally planned to be released, I ran out of time and decided to wrap up what I had done, which was all of acts 1-4 and a substanial part of Act 5, releasing on 6/6/2015.
http://www.youtube.com/watch?v=_MSrbynYxgs
One of several parody trailers.

Full Clearance and Delays
With the Announce of RPG maker MV's release, I considered heavily revitalizing the game and hammering down an ambitious new sleuth of game mechanics and over five times as many weapons (essentially) along with spawn event support.
http://www.youtube.com/watch?v=NSteqOVUf68
However the project, while doing well, had a list of issues, a bugged save system, and other game breakers along with the amount of work I'd have to do, ultimately lead me back to working on it in VX Ace.

So we now are back here, at Perseverance Full Clearance, now being made in VX Ace alike the original game.
http://www.youtube.com/watch?v=G9bu-Gop2r8

So now the big question I suppose is, what's coming in The Complete Version of Perseverance?
Changelog
-Two new weapons, changing into 10 from 8. The Divine Spears are being added, as well as the Ethereal Blade.
-New Character, Kara Marx- who's been planned since the draft of Perseverance: Full Clearance. My Portrait Artist Xiie is working on her portraits now.
-The Rest of Act 5 and Act 6 will be added in.
-Several Characters will be able to be played briefly, typically for a boss encounter.
-The optional Boss, Tiramisa-- will be able to be found sometime during Act 4.
-Outside of an Intro and an ending, cutscenes are being removed entirely, most of them took too long to describe what a small on map scene could have done better, and some took too much control out of the players hands, notable examples being in Act for during the Archon's Call Cinematic, it would be more fun to involve the player in all that, as a result, Act 4 is also getting a significant amount of content added. This also consequently gets rid of the overbearing V for Vendetta spinoffs.
-Most of Pep and Nola's dialogue is going to be rewritten and the game's writing and structure as a whole should feel more solid and emotionally investing.
-New Areas are planned, as well as more content to fill Acts 2, 4 and 5. Acts 1-3 will also get a lot more secrets and areas like The Lower City and The Suburbia will get some visual updated, noticably to the backgrounds, to make them more resemble my vision of them.
-The Intro will now start out with 12 year old Pep and be based on the events of Malarkey Junior High. This intro we will play as Pep, and then Xepp to briefly show the Horror Within. The game while played by Pep, will be narrated by Nola. The game will take on a Children's Fairytale Book kind of approach, in Act 2 shortly after the year gap the book will be closed by Nola, stating she's enjoyed helping Sven catalogue their Saga so far.
-Mostly, boss fights won't change, however there will be some quality of difficulty-assurance changes made to Esperia #1 and Esperia #2. I also want to do some more Splode Machine Puzzles beyond Act One.
-Enemies will have a visual cue for when they can take damage. Emptying your rounds on Esperia's teleporting ass or Saxxis' floating shell feels cheap.
-Pep, Nola and Saxxis are Naked weirdos no longer, both their character sprites and busts have been updated to show it.
-All busts will be done by Xiie, the lead Portrait Artist of the CCC.
-A new powerup will be implemented, The Schuartz Flask heals about 40 HP, the major upside is that you can carry it with you, unlike Gum Balls.
-Better keymapping is being heavily considered.
-I plan to make direction lock a hold key thing, rather than a toggle, the toggle was obnoxious.
-Resultant of the above, no weapons will alter the players direction fix state anymore, the Lich Reaper was Notorious in this regard.
-The Lich Reaper's way of firing will be updated to account for the changes.
-Going to try to find a better way of managing the blocked areas for Impetus.
-Member XII will be added as an optional boss, accessible in Act 5 within the London Tower.
-Tiramisa will be added as an optional boss, accessible via the city outskirts during Act 4.
-Lilac Grave may be added as an optional boss, if so it's likely she will be found by accessing the Lower City during Act 4.
-Koko Spiral may be an optional boss, if so it's likely she will be found hanging from a tree in the Suburbia during Act 4.
-Lumi Fuzz may be an optional boss, if so it's likely she will be found in The Sty during Act 4.
-New Area: Archonite Mines.
-A New Mission will become available during Act 4 to shutdown the Portal to Heldath under the city suburbs.
-The Lower City will now have blood canals as planned and three large cathedrals, one of the Blood Maidens, one of Esperia, and one of the late Zeryx.
-The Blood Maidens (Esperia's three soulcatchers who serve as her personal guard and assistants) will all be given unique outfits and hair styles to regular Soulcathcers, however its unlikely they will rename unnamed.
-Dread Pigs will be a lot more comical, given their daftness and incompetence.
-Soulcatchers will be more difficult and less predictable.
-Dread Necromancers will make more than one appearance.
-Svoli and Kara will get their own mini-ventures in Act 4. You may be able do optional content with them if you like.
-Looking at the possibility of adding achievements. Especially for more absurd things, such as hitting Pep, Nola, Svoli and Sven with a Splode barrel in the Gauntlet (this actually results in them shrugging it off with a little laughter, or Pep saying "Oh, do fuck off!".) or defeating Member XII using only Impetus (because it's a duplicate of his weapons).
-There will be a couple new Plot Bosses, one being Kara as a challenge to Pep to prove herself.
-Powerups will show their stack size (you can have up to five of each.)

**Keep in mind none of these are confirmed and may be subject to change.**
 

Fayte

Sponsor

wow that's actually quite impressive. some serious dedication and skill. you've got me interested. keep it up and I'm interested in seeing where it goes. :thumb:
 
I do my best!

Currently though, I've gotta put Crowfeast on highest priority, it's due in five weeks, once I can find the time I'll share that project in this section, as well.
 
Updated the Main post with two updated character bios.

But bigger is this:
http://www.youtube.com/watch?v=Jpf0HbuxreE

The lead portrait artist has also started on Kara
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I gave her some feedback and necessary changes, she'll be back with it shortly.
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Some good news.

I now only have to go to school on Fridays, meaning I can start deep development on this... thing!

I'm keyed to start deep dev, my mind is in the 'what if' stage and i'm cycling through all kinds of crazy ideas, I'm theorycrafting and thinking what would work best.

My artist has also finished the linework for Kara, so it's up to coloring now. After that she'll be up to Tiramisa.
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Big Planned Features for PFC
-New Introduction as Pep, which plays out the events of Malarkey Junior High, this will introduce us to pep, his inner horror-- Xepp, his schoolfriend, Kara, his parents and adoptive grandfather, Splode.
-Two new weapons, the Ethereal Blade (Kara's weapon) and the Divine Spears (Svoli's weapon), when these are given to the player isn't certain, but I imagine you'll get access to the Ethereal Blade shortly after meeting Kara in Act 2, while the Divine Spears are likely to be given to you b Svoli after he planned battle with Esperia.
-The Zodiac is changing to the Bomb Glove, and it will be alike the shotgun was, Pep's iconic weapon. Pep can use a Bomb or a shotgun in Intelligence, so this ties in well. The Bomb Glove operates almost the same as the zodiac, except it now has an added attack, while moving, the player will instead do a charge punch for a few tiles in his facing direction. While standing still, the Zodiac's behaviour will be the same (throws a bomb in facing direction, whicch deals damage to a 3x3 tile area of effect of where it lands.
-It's likely I'll add alternate attacks to several weapons based on movement or standing still.
-Kara will be a character, playable at a few points, she'll only be able to use the Ethereal blade, but it's powers are more capable in her hands.
-Svoli will be playable for a short time, she'll only be able to use the Divine Spears, but their powers will be more potent in her hands.


Let's talk of the design plans and aesthetic for each weapon
The Scrapper (Shotgun): It's the bread and butter weapon, shoots 3 tiles in front of the player, does medium damage. Costs 20 rounds (2 shells in the HUD). No alternate fire is planned. It's effective against melee range mobs, like Dread Pigs. It feels like a Shotgun should, punchy.

Orbs of Annihilation (Orbs): Sends out 8 blue fireballs that do small damage, but it can be a god send in groups of monsters, spamming it is unlikely to work though, it costs a lot of mana, it counters glass cannon mobs, like Demyzel and Skeletons. The plan is to make the aoe part the standing still alternate fire, while the moving attack sends out a blue orb that does medium damage and slows targets (if applicable). it's designed to be a light far-reaching area damage at the price of being costly on rounds.

Bomb o' Hurt (Bomb Glove): Only Pep can use this weapon (it's the glove on is left hand), it while stand still, can throw a bomb 5 tiles away from the player, and from impact a 3x3 tile area is effect for medium damage, it's moving attack sends the player forward with three flaming projectiles immediately in front that deal medium damage, thus looking and feeling like a fiery charge punch. The player has iFrames while the punch is in progress. it's designed to feel powerful and punchy, a reckless weapon.

Ethereal Blade (Sword): While moving, it slashes at the tile in front of the player as well as two tiles to each side of the player and of the front projectile (five all up, in a crescent) for low damage, while standing still, it can be used to parry incoming melee attacks. (Pretty hand against Esperias claws and bite attack. It's designed to feel lightweight, elegant and fast, the move attack should be able to be performed very quickly in succession.

The Lich Reaper (Sniper Rifle): While standing still it takes a small amount of time to aim, but then devastates all eight tiles in front of the player for heavy damage in the direction of facing. While moving, it shoots a bolt of Archonfire energy that travels eight tiles and does medium damage to whatever it contacts with first. It's designed to feel deadly, accurate-- but slow and mechanical.

Warthog's Cleaver (Greataxe): While moving, hews the area two tiles in front of the player for heavy damage, when standing still, it blocks incoming damage and pushes enemies back that make contact with the player from their facing direction (i.e. won't make you safe from back or side attacks, but it can still be used like a shield). It's design to feel heavy, hard hitting and weighty. if you land a hit, you've earned the amount of damage output. It's Risky to use, but rewarding if used well.

Recusant's Glaives (Chakram): While standing still, sends out four glaives from the player, that then transform into energy orbs and move randomly around the area. When used while moving, it sends two glaives out diagonally from the player that elegantly travel around and return to where they came. Designed to feel chaotic and powerful when used in the right situations, it's an unreliable but powerful area effect weapon, and is more cost efficient than the orbs.

Divine Spears (Spears): While standing still, sends out eight holy energy spears that deal more dmagae the further they travel, if used while moving, it sends three spears out in front of the player, that again, do more damage as more distance is gained. It's designed to feel powerful, fast and fluid, while upclose it does next to nothing, it gains its notoriety at a distance. it's a god send in larger more open areas with swarms of enemies or against bosses who keep their distance.

The Black Death (Shuriken): While moving, sends out a flying blade that does medium damage to ay enemy it passes through, it returns to the player after travelling eight tiles (or it can no longer move), if used while stationary, it sends out a flying blade that circles around the player. It's designed to feel fast, fun and and pretty lethal. even with iframes, it can hit the same enemi multiple times with one use. You can also have three out at a time.

Impetus (Patrolling Pinwheel): While moving, sends out a projectile that travels eight tiles, then travels back eight tiles, and patrols those eight tiles for a number of turns, pressing the attack button again will cancel it, pressing 'S' (the shadowdash button) will teleport you to the location of the projectile. The projectile does medium damage to any enemy that passes through it. While standing still, it can be used as a melee attack (similar to the Ethereal Blades moving attack), it will also destroy projectiles and knock enemies back. it's designed to be tricky to use, but GODLY when mastered, the ability to shadow dash around to it means you have a near constant means of escaping dangerous attacks, and against more predictable enemies it can prove deadly with a mix of it's patrol and shadow dashing to clear yourself from any harm. It can also be used to access some secret areas with it's teleportation gimmick.
 
Done with school, so deep-dev on Perseverance: Full Clearance begins now!

My artist finished Kara.
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I then made a bunch of emotes, I'll later get my artist to add a slumped ears down pose for the sad pose, but for now this is a good start!
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My artist is working on Tiramisa now, though given a recent accident that hospitalized him, he's been taking it easy as I've ordered while he recovers, he was only discharged yesterday.

I'll now begin on deeply processing the story and how it will all begin, end, be structured, etc.
 
Deep-dev on this game has begun. I've set two of my artists off to work on things, but I myself have also been updating some of the sprites. New Svoli:
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To go with her busts.

I also made a Sprite for Kara.
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I'm also probably gonna use this sprite for Tiramisa
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My composer will begin on what new tracks are needed on Monday.

I have a date in mind of which to release the project, and if I can-- I will keep to it! Now-- the long awaited full release of Perseverance draws nigh! The game which I have persevered to bring about through thick and thin shall at last soon see the light of day it deserves! We have persevered, adhered, and soon, we will have come full circle, towards fully clearing the idealization of this game.

PERSEVERANCE FULL CLEARANCE: COMING SOON.
 

Fayte

Sponsor

whoop, whoop! keep it up, dude! I really can't wait to see how a parkour shooter will play. what date are you shooting for?
 
Well, originally I withheld the dates out of interest of not cornering myself into a deadline, and I still do not intend to do that, just consider these dates planned, but certainly not final.

Obviously, the most AWESOME release date would be 6/6, given the devils digits factor and the fact it'd make it exactly 2 years in front of Adherance's release, but it may not be that, that's is the plan though, and it is resultantly the deadline I have given my artist to get their work done (truthfully its 1/6, i'd like to have the game ready for distribution before may's end, but how feasible that is remains in the air at this point, there's much to do on my end, the implementation of two new weapons and new mechanics for old weapons is a little more taxing when ever map which contains those weapons has to have it's events updated. I've also got a lot of new ideas for encounters, a whole new sandbox-esque experience planned for Act 4, as well as some hectic optional bosses.

If I fail to make the 6/6 date, it'll likely by 7/7/2017, which is quite catchy and 7 is a holy number and also it has the 777 (Jackpot) gimmick, which ties well into the 'Full Clearance' Title.

Again, take none of this as concrete, it's only a plan, my perseverance may see it through, but know this--

Regardless of what happens, I will always find a way, I have not once failed to release a game I am passionate about releasing, and I never will.

Speaking of, been making some new press imagery for the game, I guess I'll post that there.

Box Art
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Thumbnail / Titlescreen
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Also have some more brand new...
SCREENSHOTS!
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Progress Report
So yesterday I did a bunch, including but not limited to...
-Updating naming conventions for some facesets.
-Adding in some new music tracks courtesy of Jake's continued inability to be outshone in the workaholic department.
-Updating a lot of sprites like Svoli and adding new ones, such as Kara. I've got one of my TOP MEN on the case of making some battle animations for these sprites so I can focus on getting done what only I can do.
-Began working on the epilogue which introduces us to Pep, Kara and Xepp, very briefly-- it also shows what school in a dystopian cult-run england is like, dystopia... more like-- dys-mope-ia, am I rite friendos?? You'll be able to use the red tempest in this mode, however you'll only see two weapons, the Shotgun and the Orbs of Annihilation, this will also serve as a quick more-or-less impossible to lose tutorial where you can see how keys work but otherwise don't have much difficulty. Today I plan to finish it then work on the additions to act One and act two and shoeing in Kara's involvement.
-Added the Kara Marx, Svoli Cookiedoe and Xepp Poitergeist actors in the database.
-Added the two new weapons in the database. Divine Spear and Ethereal Blade.
-Made a couple more concept maps for the scenes involving Kara and Xepp, I also wrote out some very baseline dialogue and cutscenes within.
-Probably more.
 
Progress Report
Over the last several days I've been getting the systems in tip-top-shape, and doing some major conversions, fixing the systems, and now at last I'm ready to file a report of my progress.
-Power ups are in and work as intended.
-Quick Select and Item Select menu's done. Quick select still needs some updates to its cosmetics, but mechanically it's good to go.
-Divine Spears weapon fully implemented.
-Ethereal Blade weapon fully implemented.
-Alternate fires for all weapons implemented.
-Enemies and AI implemented.
-Created collision managers to save stress on Monster spawning and recreation.
-Implemented cosmetic changes for the Devil Rune Power Up.
-Implemented Smooth HUD. (Basically I used to do a check at each interval of ten and change a picture coordinates manually for each integer, now i simply have the picture x scale with the HP variable.
-Updated and added powerup notifications in the HUD.
-Shadowdash fixed to not cause an irregular 'hurt' sound when dashing through a map transition or getting a speed buff.'
-Pep and Nola support are in.
http://www.youtube.com/watch?v=PaEvspXSlCk

External Progress
I've also done a lot outside the game, and my employees have too!

To start with me and consequently save the best for last, I've been making album art for the now 60-song-strong OST, samples:
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Our composer for the game, Jake "Moneymenace" Gamelin has been working on and off on some additions to the OST and now it's up from 40 to a 60-song-strong beauty. Here's some of the stellar tracks.
http://www.youtube.com/watch?v=Uqtk0GppsFohttp://www.youtube.com/watch?v=OsBhljsv254
http://www.youtube.com/watch?v=aWBm5AA2d5Yhttp://www.youtube.com/watch?v=ItctP6II8To

Then Xiie, the lead portrait artistr, finished Tiramisa and began on splode.

I took the Tiramisa and gave her a multitude of expression emotes.
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There's more but that's all I feel like cluttering the page with.

Here's the splode concept
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6/6 date is basically not gonna happen, I'm delaying until 7/7 so i don't have to rush and so the game can be in tip top shape in time for debut.
 
A date is set, a deadline nears-- a schedule approaches the hectic exciting endgame, now; the path is paved, and fate is set.
http://www.youtube.com/watch?v=TMJe3rFUEjE
All you need to is patiently await the time. While I work to make sure it's as fit and ready as can be.

I have never once failed to meet a deadline once it is announced and confirmed, and I never will.

But, just to show you how serious not only I, but those under my employment are about making it... I have some more progress to report!

Progress Report
-Act 0 (the prologue which introduces pep, his inner demons, as well as kara, is complete.
-Act 1 is well underway, I've retuned it to the new Perseverance Engine up to shortly after the Saxxis Bossfight.
-Fixed an amount of issues with how graphics swapping was behind handles when changing character image for different weapons.
-Fixed some bugs relating to the HUD display.
-Fixed some instances of picture ID's conflicting.
-Found a bug which was caused by Yanfly Move Route Core, disabled it, all is well. Don't really need it, to be honest.
-Began work on an optional Tiramisa boss fight.

External Progress
Jake "Moneymenace" Gamelin has been having fun remastering some more of the tracks.
http://www.youtube.com/watch?v=CTLyzydke9Mhttp://www.youtube.com/watch?v=1dYNWpME_pU
http://www.youtube.com/watch?v=JWzV7LHGmbYhttp://www.youtube.com/watch?v=2XQ4SPVVocA

Meanwhile, Xiie has been busy with the portrait for Splode, al that's left is shading now.
splode.png


Lastly, Apoc has been helping out with sprite edits and such, he'd done a huge amount of work relating to Xepp.
nDZCAQX.png

kCrMESo.png


More Videos!
Optional Tiramisa Bossfight
http://www.youtube.com/watch?v=JfoC2FjhhdE
Nowhere near done yet, but the movement is scary already!

Act 0 Preview (With voiced Dialogue and All)
http://www.youtube.com/watch?v=e0spRCpjUqA
A lot of the dialogue has been changed since then, shortened and reworded, I also made Pep a lot more innocent and to feel like more of an underdog.
Also that boss is slow as shit.

Naxon Attack Chopper Boss
http://www.youtube.com/watch?v=QaG5g9CuhU0
Now way more intense!
 
Okay so there was a few reasons behind it, but the game will have a slight delay.

http://www.youtube.com/watch?v=IeEb01BN5iw
But we're back on track, now!

All but one of the songs for the OST is up.


I've been working on the games story, up to act 2 and going strong.
New Boss Approaches!
http://www.youtube.com/watch?v=gIjfqoUpA5k

One of my external yet heavily devoted workaholic artists has been doing more sprites, check out Kara.
Cool Cat
ZDoKUYP.gif
 
Do you like epic bosses?
Yes? Cool! Because I do too. So I made a bunch... BEHOLD!
http://www.youtube.com/watch?v=roZPS7m6U60http://www.youtube.com/watch?v=b_UNmNspjrs
http://www.youtube.com/watch?v=wqJ2BQ4aDcAhttp://www.youtube.com/watch?v=IY3Ed0fVXiU
Note that some of these recordings were taken in drafty stages of the boss fight, the first with Kara being the most prominent example.


I intend to have the whole game ready to release on 14/7, then market for three days, and release on the date planned.

Acts 0-3 are entirely complete. I have a rather sizeable act 4, but then acts 5 and 6 are easier to contain.

I'll later release a FINAL MIX version of the game with more optional content and such in act 4. Acts 5 and 6 are the end game.
 
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